feat(ui): AI-Enhanced Dialogue toggle + hardware detection (#646, D-138)
Implements the full AI-Enhanced Dialogue feature for Sprint 26: - HardwareDetector autoload (extends Node): three-layer detection — Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB), Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s), Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref() restores toggle state from user://settings.cfg on startup. - Settings dialog AI section: toggle, colored status dot, status message label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_ hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys out toggle — player always overrides yellow/red recommendations (D-138). - GameState.ai_enhanced_dialogue_enabled (default true, opt-out model). GameState.settings_response (v20 one-shot settings dump from server). apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump. - Protocol v19→v20, settings_response decoding in decode_snapshot(). Protocol converted to extends Node autoload (enables test has_method). encode_change_settings() helper for test inspection. - InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING. SimBridge: wire mappings for all three. RequestAllSettings queued after handshake to hydrate client state from server SQLite on connect. settings_response carry-forward in receive_bytes(). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -97,6 +97,17 @@ var pending_load_path: String = ""
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# Default: "detective" — fallback for legacy saves without character.txt.
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var character_archetype: String = "detective"
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# #646: AI-Enhanced Dialogue enabled state (D-138).
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# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
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# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
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# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
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var ai_enhanced_dialogue_enabled: bool = true
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# v20 fields (#627, D-138): settings response from server.
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# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
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# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
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var settings_response: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -328,6 +339,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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debug_response = null
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# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
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# "full" kind → iterate settings array and hydrate matching fields.
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if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
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settings_response = snapshot.settings_response
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var sr: Dictionary = snapshot.settings_response
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if sr.get("kind") == "full":
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var sr_settings: Variant = sr.get("settings")
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if sr_settings is Array:
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for entry in sr_settings:
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if not entry is Dictionary:
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continue
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if entry.get("key") == "ai_dialogue.enabled":
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var val: Variant = entry.get("value")
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if val is Dictionary and val.has("Bool"):
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ai_enhanced_dialogue_enabled = bool(val["Bool"])
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else:
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settings_response = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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@@ -25,6 +25,9 @@ enum Action {
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SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
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LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
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DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
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CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
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REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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var input_queue: Array[Dictionary] = []
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@@ -253,6 +253,12 @@ func _process(delta: float) -> void:
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handshake_complete.emit(server_version)
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_set_state(ConnectionState.CONNECTED)
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# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
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# from server SQLite so the client reflects the authoritative persisted state (D-138).
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_outbound_buffer.append({
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"tick": 0,
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"action_name": "RequestAllSettings",
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})
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return
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if _bridge == null:
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@@ -375,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
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# #554: Carry forward save/load result (one-shot, consumed by main.gd)
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if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
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snapshot["save_result"] = _last_snapshot["save_result"]
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# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
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if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
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snapshot["settings_response"] = _last_snapshot["settings_response"]
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_last_snapshot = snapshot
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# Drain the outbound buffer. Returns raw input entries for batch encoding.
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@@ -418,6 +427,12 @@ static func action_enum_to_wire(action: int) -> String:
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return "LoadGame" # #554: F6 quickload (D-085)
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InputMapper.Action.DEBUG_COMMAND:
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return "DebugCommand" # #581: debug console command dispatch
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InputMapper.Action.CHANGE_SETTINGS:
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return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
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InputMapper.Action.REQUEST_ALL_SETTINGS:
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return "RequestAllSettings" # #646: unit variant — server sends full settings dump
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InputMapper.Action.DELETE_SETTING:
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return "DeleteSetting" # #646: struct variant — delete setting by key
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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@@ -1,4 +1,4 @@
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class_name Protocol
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extends Node
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## MessagePack codec for the Rust↔Godot wire protocol (D-020).
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##
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## Encodes/decodes ObserverSnapshot and PlayerInput to match
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@@ -11,8 +11,8 @@ class_name Protocol
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## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
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## Reject snapshots where version != this value.
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## v19: adds character_archetype field to StartupMessage (#588, #587).
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const PROTOCOL_VERSION: int = 19
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## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
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const PROTOCOL_VERSION: int = 20
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# -- Decode: bytes from server → GDScript types --------------------------------
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@@ -270,6 +270,32 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"triangle_id": int(raw_ev["triangle_id"]),
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})
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# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
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# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
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# "ack": {success: bool, key: String, error: String|null}.
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var settings_response: Variant = null
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var raw_sr: Variant = raw.get("settings_response")
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if raw_sr is Dictionary:
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var sr_kind: String = str(raw_sr.get("kind", ""))
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if sr_kind == "full":
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var sr_settings: Array = []
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var raw_sr_settings: Variant = raw_sr.get("settings")
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if raw_sr_settings is Array:
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for raw_s in raw_sr_settings:
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if raw_s is Dictionary and raw_s.has("key"):
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sr_settings.append({
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"key": str(raw_s["key"]),
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"value": raw_s.get("value"),
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})
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settings_response = {"kind": "full", "settings": sr_settings}
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elif sr_kind == "ack":
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settings_response = {
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"kind": "ack",
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"success": bool(raw_sr.get("success", false)),
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"key": str(raw_sr.get("key", "")),
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"error": raw_sr.get("error"),
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}
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# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
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# {id: String, text: String, category: String} or null when player outside bar zone.
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var current_ticker: Variant = null
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@@ -362,6 +388,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"zone_id": zone_id,
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"triangle_crisis_events": triangle_crisis_events,
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"current_ticker": current_ticker,
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"settings_response": settings_response,
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}
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@@ -548,6 +575,24 @@ static func _encode_action(action_name: String, action_data: Variant) -> Variant
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return action_name
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## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
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## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
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## (action_name + action_data), suitable for inspection in tests and for
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## queuing via SimBridge._outbound_buffer.
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## The server receives this as a PlayerAction::ChangeSettings variant.
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static func encode_change_settings(enabled: bool) -> PackedByteArray:
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var entries: Array = [{
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"tick": 0,
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"action_name": "ChangeSettings",
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"action_data": {"ai_enhanced_dialogue": enabled},
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}]
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var result = Messagepack.encode(entries)
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if result.status != null:
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push_error("Protocol: encode_change_settings failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
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## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
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static func decode_player_input(bytes: PackedByteArray) -> Variant:
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